tModLoader

tModLoader

Capture Discs: Post-Game Add-On
39 Comments
meihed 9 Aug @ 8:33am 
good luck:steamthumbsup:
BlockCrusader  [author] 9 Aug @ 7:56am 
@meihed, I figured that was the case but I felt like answering anyways lol.

I'm glad you're excited for whatever I make next! That said, it'll probably be a while until then, since I wanna try and make some wikis for my content mods before I tackle another new mod.
meihed 9 Aug @ 7:13am 
Oh, I was just joking. Don't take it seriously. The elements of these mods are really interesting. I'm looking forward to the upcoming new mod.
BlockCrusader  [author] 9 Aug @ 5:51am 
@meihed, I dunno if I'd really count the Capture Disc Class as a Pokemon themed mod, since it's based on a spin-off series rather than the mainstream games (Which play very differently from eachother).
Aside from some references, the only thing the mod really takes from Ranger is the disc mechanics, leaving the Pokemon aspect of those games basically untouched.

Anyways, to answer your question/speculation, while I do like the LoZ series I don't have any plans for a mod inspired by any of its games/content/mechanics.
meihed 8 Aug @ 8:34pm 
So, it started with Kirby, then it was Mario, now it's Pokemon, and the next one will be Zelda?🤔
BlockCrusader  [author] 10 Jul @ 5:31am 
@Tinella Nosa, it's for the Adventure Mode, actually; in case you want to play Thrower for whatever the reason may be. You can access all the materials needed for the Guardian and Nihilshade items in the adventure map.
Tinella Nosa 9 Jul @ 10:46pm 
So, what is that "The Story of a Red Cloud" Part? I was told not to play TSORC in sandbox mode.
Cotyora 10 Jun @ 6:18am 
Anyways, time for Dragonlens then but thx
BlockCrusader  [author] 10 Jun @ 6:16am 
@Cotyora, no, that's the point of how the mod works; the equipment tiers made available are based on what mods you have active. Gear that would be too OP for a given mod won't be made available by having said mod (This is why Thorium doesn't enable the Celestial or Genesteel sets).
Cotyora 10 Jun @ 5:34am 
Just wondered if I can atleast acquire all of them, plus will you be making ALL the other armors to Thorium which are not in craft list?
BlockCrusader  [author] 9 Jun @ 3:28pm 
@Cotyora, yes, all the items will load-in even if they can't be legitimately obtained/crafted.
That said, I don't see why you could possibly need anything stronger than the Guardian equipment for Thorium...
Cotyora 9 Jun @ 1:54pm 
I use Thorium mod only but all the other armors can be obtained from atleast Cheat Sheet or Dragonlens right?
BlockCrusader  [author] 7 Apr @ 4:12pm 
@Protogen_Rhythm, I'd rather not have tiers being re-balanced based on what mod(s) are enabled since it'd be a hassle and kinda defeat the purpose of how the mod is designed as a 'one-size-fits-all' deal (That said, it isn't the ideal approach and the issue at hand is proof of that).

At any rate, people have brought this up multiple times so it definitely merits a change from the current setup.
The best I can do is make the Celestial tier obtainable from Abomination's material drop. It might be a bit unbalanced, but this is Fargo's Souls we're talking about here so I'm guessing that hardly matters.
Protogen_Rhythm 7 Apr @ 3:05pm 
Just feels really weird because there's nothing in the mod after Mutant. Effectively until you're already done the game you only have the one extra armor set. Is there not a way to rebalance one of them to be pre-mutant?

Feels weird to have both be enabled by Fargo's, but also have them both be in the same tier of literally the end of the playthrough.
BlockCrusader  [author] 7 Apr @ 6:09am 
@Protogen_Rhythm, it was an intentional choice to have both tiers post-Mutant, though that doesn't necessarily mean it was a good choice...
Anyways, this question has been asked before, here's my response from when I was initially asked;
"Balancing w/ Fargo's is generally botched because I don't have many materials to work with and its scaling has considerable spikes (Namely Post-Mutant, particularly w/ Eternity). The 2nd tier of gear seemed like it'd be too strong to be post-Abomination, and I didn't really have any other points to place gear between that and Mutant. Also, I will say that I don't personally play Fargo's, so I was making these judgments based on research via. its Wiki."
Protogen_Rhythm 6 Apr @ 7:40pm 
Likely same issue with your other postgame mods, we found it in the artificer ones too.
Protogen_Rhythm 6 Apr @ 7:33pm 
(Genesteel and Celestial Shard to be specific)
Protogen_Rhythm 6 Apr @ 7:28pm 
For cross-recipes with Fargo, why are there two tiers both using Eternal Energy? They're post Mutant...
BlockCrusader  [author] 19 Mar @ 6:27pm 
@andrewredross967, no, this add-on is the extent of my plans for any cross-mod content.
That said, I have no problems with others making unofficial add-ons, so if someone wants to make such an addition, they can.
andrewredross967 19 Mar @ 6:09pm 
i know that this isn't really the mod, but can we expect Calamity headpeices for the capture disk class?
Iced Tea 27 Nov, 2024 @ 7:09am 
Looks like it's working now, thanks!
BlockCrusader  [author] 26 Nov, 2024 @ 6:02pm 
@Genbu_Serafino, thx for letting me know.
Didn't know I needed to keep the mod reference up-to-date in the VS project, I didn't think there would be any issues with such a minor update. I had assumed the reference in the VS project was just so Visual Studio knew what I was talking about when referring to classes and such from the base mod.
Genbu_Serafino 26 Nov, 2024 @ 5:58pm 
oh, it works now, thanks for the fix man! :steamthumbsup:
Genbu_Serafino 26 Nov, 2024 @ 5:54pm 
better idea, pastebin
https://pastebin.com/XbGSLh3X
BlockCrusader  [author] 26 Nov, 2024 @ 5:53pm 
I just made a patch. I re-added the Capture Disc Class dependency to make sure it's up-to-date. I'm not sure if it'll fix the issue, though.
Genbu_Serafino 26 Nov, 2024 @ 5:50pm 
I'll see if I can post a log on the github
Genbu_Serafino 26 Nov, 2024 @ 5:44pm 
My major mods are Thorium and Macrocosm though, must have something to do with a Tmod update
Genbu_Serafino 26 Nov, 2024 @ 5:42pm 
Im having the same issue
BlockCrusader  [author] 26 Nov, 2024 @ 5:10pm 
@Iced Tea, that is strange. I just checked and according to Steam Workshop neither of the mods you mentioned have updated recently (Compared to Capture Discs, which updated 11/23/24) so it shouldn't be the fault of changes to either of those.
The Capture Discs update merely made the discs work properly with the Guide to Critter Companionship; no breaking changes...
The best course of action would probably be to test for mod conflicts. Also, can you confirm if Capture Disc Class can load on its own, and if this mod will load with it and no other mods?
Iced Tea 26 Nov, 2024 @ 11:22am 
Frankly not sure what's happening, this worked fine like last week. I am using two supported mods (Calamity and Fargo's Souls) and a bunch of others, so it might be a conflict? I wouldn't be sure of that, I'm kinda new to Terraria modding (but plenty familiar with modding from BethSoft games) but I'm pretty sure a mod conflict won't come up with an outdated mod error.
Iced Tea 26 Nov, 2024 @ 11:18am 
Not sure what I expected, same thing happened
Iced Tea 26 Nov, 2024 @ 11:13am 
Same thing happened again, the main mod says it's 1.0.1.2 and works fine without this. I'm going to try the Mod Browser version to see if the Workshop release is bugged somehow
BlockCrusader  [author] 26 Nov, 2024 @ 6:53am 
Everything seems to work fine for me. The issue is likely caused by having an outdated version of the Capture Disc Class mod. Sometimes Steam Workshop fails to automatically update mods, so I'd double check that your Capture Disc Class mod is up-to-date; it should be v1.0.1.2 or newer.
BlockCrusader  [author] 26 Nov, 2024 @ 6:36am 
Huh, well I'll double check on my end then. I guess it has something to due with updating the base Capture Discs mod. I'm not sure why that happened, the update for the base mod had no breaking changes.
Iced Tea 26 Nov, 2024 @ 6:07am 
Running into the same error, it says it was made for an earlier version.
BlockCrusader  [author] 25 Nov, 2024 @ 3:50pm 
@cannon9009, WDYM? There are no upcoming updates for this mod. Last I checked it works fine with the current tML version.
cannon9009 25 Nov, 2024 @ 1:19pm 
hasnt been updated yet
BlockCrusader  [author] 19 Aug, 2024 @ 6:35am 
@Greenshirtguyidk, ?
The Capture class was inspired by the Pokemon Ranger series, which has a similar combat mechanics to the Capture Disc weapons in this mod.
Greenshirtguy 19 Aug, 2024 @ 4:45am 
What is this, loomian legacy??